SCP Containment Breach: MTF Mod | 12 Waves Keter Difficulty | Sewers
Right now this game is pretty barebones. The singleplayer campaign resembles classic Containment Breach (which is a good thing) but has few objectives and not a lot of functionality. The multiplayer waves mode, which is what you're seeing in this video, boasts almost no enemy variation. The generic zombies are very slow, easy to manoeuvre around, and have easily dodged attacks. At no point outside of the final boss fight was I even close to being in danger.
The game is free: you should go check it out.
**Enemies:**
- SCP-008 / Zombies. Basic attacks, you can run past most of them (sometimes you can run *through* them), and headshots deal extra damage. Some zombies wear armour and take additional shots to kill.
- SCP-1048 / Bears. Tiny and hard to see. They scream when they get close to you, shaking your screen violently, blurring your vision, and inflicting about 20 health damage irrespective of your armour. Really annoying.
- SCP-939 / Dogs. Large flesh hounds. Powerful bite, can barely be avoided, very threatening. Sprints when they get close. Priority target. Derpy death animation.
- SCP-035 (Offices Boss). Guy with a mask. Very high health, very powerful melee attack, spawns red tentacles throughout the facility to bludgeon and block you. Can be staggered with bullets, after which it breaks into a sprint. At 50% health, it grows tentacles from its back, gaining speed and attack power. The intended strat is to lure it into generators where you can electrocute it for ~22.5% of its health, but it ends up being way easier to just kill it with bullets, since its attacks are so slow; you can kite it like a regular zombie.
- SCP-035-1 / Tentacles. Short range melee attack. Surprisingly durable. Deals a lot of damage and reduces your movement speed.
- SCP-457 (Sewer Boss). Flame pillar. Bypasses armour with rapid short attacks, is immune to gunfire, and enters an aggravated state when the player is nearby, greatly boosting its own speed. To beat it, you need to lure it under broken pipes and turn a valve to spray it with water, which stuns it for a while and deals ~30% of its health in damage. After being sprayed with water, it gains a tremendous burst in speed which can traverse the length of a room in less than a second, so start running as soon as you trigger the sprinklers.
Difficulty Settings:
- Keter (highest)
- 12 waves (longest)
- 6 players max. lobby (highest)
**Difficulty Explained: **
I don't know precisely what determines how many enemies spawn, but Keter difficulty is the highest baseline difficulty setting, which exclusively determines how common loot is and how much damage enemies deal to you. You can adjust how many waves the run lasts for. I chose the shortest option because having more waves doesn't really change the difficulty, and in fact just ends up leaving you with way too much ammo for the final boss fight.
Having viewed other videos about the mod, it appears that having more players in the game doesn't cause there to be more mob spawns. So, this video should exhibit the maximum achievable difficulty in the game.
**Resources:**
I deliberately avoided picking up ammo, armour, and health to save for later waves. The best weapons to use are the shotgun and USP, but I picked up some SMGs during the middle waves just to let you see what they're like.
Enemies drop health packs (the small ones are actually better than the big ones), syringes which give you infinite stamina for a short time, ammopacks, and armour. Each of these replenishes you to full with the exception of ammo boxes, which grant 2 clips of ammo or 16 shotgun shells, affecting your primary and secondary weapons simultaneously (so make sure to use both if you want to save ammo). Between waves, weapons and ammo/medpacks spawn at predetermined locations.
Every weapon's ammo reserve is 7 magazines large. For the shotgun, this means you can have 56 shells in reserve.
**Combat:**
Reloading any weapon other than the shotgun dumps the remainder of the magazine. Reloading unnecessarily will quickly deplete ammunition. Headshots deal additional damage; the USP will one-shot most any zombie if you hit it in the dome, requiring two shots to kill guard zombies and three to four shots to kill MTF zombies. Dogs don't seem to suffer additional damage from headshots.
You have a melee weapon, which begins as a knife and which can be exchanged for a crowbar. This is totally useless: the melee category has no functionality and takes more hits to kill a zombie than the weakest bullets in the game.
When only 10 or so enemies remain in a wave, you can see ripples through walls which indicate where they are, so you can quickly head over and finish them off.
Timestamps:
00:00 Introduction
00:34 - Wave 1
03:25 - Wave 2
07:29 - Wave 3
11:11 - Wave 4
16:05 - Wave 5
21:05 - Wave 6
25:50 - Wave 7
31:01 - Wave 8
36:08 - Wave 9
43:48 - Wave 10
51:03 - Wave 11
1:01:09 - Wave 12
1:08:38 - Ending
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